If the hooks into the new Unity Editor are as extensive as they sound in the description, it shouldn't be hard to implement this yourself. I've used 3DConnexions' .NET driver wrapper for navigation in my own applications, very straightforward.
GlovePIE might be another alternative, depending on what the input API looks like.

I asked Nicholas about coding support for the space navigator or other devices like it and apparently its not very possible to do it ourselves at the moment, it also doesn't seem to be in the works at least not for 2.6.

I've looked everywhere and tried many things and I can't seem to find a way to move or rotate the scene view camera through scripting, and without this there doesn't seem to be a way to even start developing such support.

If anyone knows a way to do this, PM me or post it here, then we might be able to do it ourselves, if I find a way to do this I'll post it in the wiki for sure.

Waiting for more editor APIS (a scriptable camera object, pleaaaaase...) I'm using the SpaceNavigator as a joystick in Unity...

But thanks to the FPS editor mode of Unity 2.5, you can already obtain beautiful and really helpful results. As an example, here's a ControllerMate bundle I made yesterday in a few minutes. It has already changed the way I navigate inside my Unity scenes : now I can really fly anywhere with the camera, without having to touch the keyboard :

- It only manages the 8 horizontal directions, but during the "flight" you just have to move your mouse (no need to press the 2nd mouse button, which is good on laptops) to pan your scene camera in any direction.

- When not moving, you can still rotate the camera by gently touching the SpaceNavigator's top and moving the mouse (or with a right mouseclick, of course)Be careful : this emulates a right-click, so use with precaution if your pointer is outside the scene view... if you find it too risky, you can disable the "Y-Axis" module in ControllerMate, or make it less reactive by enlarging the calibration values - or just toggle the SpaceNavigator on/off with its right button when you're not navigating.

- Left button is assigned to Unity's "F" key

- Right button toggles the SpaceNavigator on/off, as said

- If you perform a left mouse click during a "flight", the FPS will switch to fast mode, without pan. It will switch back to "normal" mode if you stop and move again.

Of course it's far from replacing a real implementation (pleaaaaaaaaaaase...) but at least it works pretty well and doesn't make your SpaceNavigator unuseable (or hardly useable) in Unity.

And of course you don't need a SpaceNavigator to use this bundle (just change the controllers in ControllerMate to any input device : joystick, or whatever) but people who already have one might find this interesting.

The ZIP file also contains a 3DConnexion settings file for Unity, to ensure you get the right camera behaviour. Just Import it from the 3DConnexion panel, after backing up your own Unity settings if you have some.

And another vote for native SpaceNavigator support... this looks like something that'd be a big win in ease-of-use for people who spend a lot of time in the editor (which i guess is most people here). I'd love to give this a try.

And another vote for native SpaceNavigator support... this looks like something that'd be a big win in ease-of-use for people who spend a lot of time in the editor (which i guess is most people here). I'd love to give this a try.

Just give us a scriptable editor camera and we'll do the rest... on the Mac for example, there is a SpaceNavigator implementation in Quartz Composer, which is free for everyone and trivial to manage. With a small network connection, one could develop a SpaceNavigator external "pilot" for Unity in a few minutes, without even needing to make use of the 3DConnexion SDK...

There have been discussions for years now, but no one has done a simple FPC for 3D navigatior, working on both plateforms, using the regular 3DConnexion driver.
I have tried to download without success a package which was suppose to work, under windows only (I am on Mac as lots of Unity users), tried to include some of the scripts nicely done buy this forum users, but could not make it work.
I am still using a solution developped in the Topophonie project here by Romain Gora through max/MSP, aka.navigator, OSC, OSC client scripts, keys fake...So complicated!

I suppose the hole work is a few lines of code for 3dconnexion developpers and lots of possibilities and applications for Unity developpers and users.